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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Some vehicle help.

Author Topic: Some vehicle help. (6 messages, Page 1 of 1)
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Nickster5000
Joined: Dec 11, 2010


Posted: Dec 29, 2013 07:59 PM    Msg. 1 of 6       
Hey everyone, I decided to start making vehicles, and I wanted to start with a ported reach pelican.

I rigged, animated, and set everything up myself... but when I add it into sapien, something crazy happens:



the cockpit suddenly shrinks and all the parts start to spazz uncontrollably, like some crazy party.

Any assistance to help fix this problem will be highly appreciated. Thank you in advance! :D

EDIT:

Well, I have moved past this issue, and I am near completion, except for a few problems:

1) The stand fixed idle animation is not working properly (the thruster positions are wacked & the door/leg/front wheel keep opening and closing rapidly)
2) the suspension animations aren't working properly.

I hope I am not a bother, just a serious person looking for some help :P

Thanks again in advance to those who help! :D
Edited by Nickster5000 on Dec 30, 2013 at 05:43 AM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Dec 30, 2013 10:52 AM    Msg. 2 of 6       


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Dec 30, 2013 01:49 PM    Msg. 3 of 6       
You may have used the scale modifier on the bones before rigging or with a different scale in the animations. No idea how to explain but yeah all the frames should be scaled at 100% in the gbxmodel, and in the animations. Same for the parts you used.

TO change the scale of the frame sphere if you used them, change the radius in the object properties instead of using the scale modifier.

I hope I made myself clear...


Nickster5000
Joined: Dec 11, 2010


Posted: Dec 30, 2013 02:33 PM    Msg. 4 of 6       
Yeah, that solved my first problem.

But now im having problems with the animations. They're not executing correctly. Is there certain slots to set stand fixed idle and all the other animations? Thanks for the help guys!


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 30, 2013 09:59 PM    Msg. 5 of 6       
I'm not sure what you mean by 'certain slots'. They don't have to be in a specific order if that's what you're asking

Make sure you copy the node checksum list value from the .model_animations tag into the gbxmodel. I think you need kornmanv102 or 2 for this, guerilla doesn't have it unlocked by default


Nickster5000
Joined: Dec 11, 2010


Posted: Dec 31, 2013 01:07 AM    Msg. 6 of 6       
Quote: --- Original message by: UnevenElefant5
I'm not sure what you mean by 'certain slots'. They don't have to be in a specific order if that's what you're asking

Make sure you copy the node checksum list value from the .model_animations tag into the gbxmodel. I think you need kornmanv102 or 2 for this, guerilla doesn't have it unlocked by default


By slots I mean places throughout the tags to set the animations correctly.

I almost have it fully working now, but I have another question: Do you need to have correct physics in order to manipulate suspension animations? I'm trying to get the legs, wheels and doors to close during flight, but open when you're closer to the ground (like the pelican in extinction, coldsnap, RPG Betas, etc.). What happens to it is when I take off, they stay closed, but once I reach a certain altitude (which isnt high above the ground at all) they open back up.

Thank you to all who have helped! :D

 

 
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